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Akumakaji

Akumakaji

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  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/3215521#Comment_3215521

    Its understandable if you finish the gen while the killer is blinded though

    There was a video of Otz were tried all kind of crazy stunts. One such stunt was two survivors with Blast Mines prepped the second mine while the killer was stunned and then finished the gen during the second stun.

    If this had happened to me, I would have crawled into a dank, dark hole and questioned my life choices as a killer. Lol. But it's a pretty entertaining video.

  • Yeah, because it is just that good :>

  • @tippy2k2 said:

    She's just a normal human girl who likes to walk on cats, just like every normal human girls. She is not The Entity nor is she a killer in the DBD Realm.

    Nice try, but any DBD player beyond 20h will see right through your flimsy lies.

  • That Streamer piqued my interest when I heared about his series of really long win streakes, but when I watched a couple it was just hard-core tunneling and camping, while severely BMimg the survivors and cussing then really mean.

    Every single one of this aspects would make him undesirable for me to watch again, not to speak about the combo. To each their own, but my amazement about his long streakes quickly vanished when I learned about his MO and all the unneeded BM.

  • While you are right that DH is becoming meta again and there are quite a few "damned if you do, damned if you don't " situations, there are also a lot of situations were the survivor loses their nerves and dab ineffective before your very eyes, always the most hilarious thing to happen.

    When I now get hit by DH, most often the situation isn't lost and I can get a down soon after, were in the olden times I died a bit inside with every single use and quite often survivors could get away completely.

    Also I now see way more other exhaustion perks, with Lithe and Sprint Burst being both pretty common and a regular occurrence.

  • I started playing him a lot the last couple of days and I am having a blast with him.

    When I played him at his release, I totally slept on his short ranged teleport to shut down loops, because it was worded too complicated for me and got confused by his mortar and pestle add on. Now that I learned how to use that part of his kit effectively, I am having so much fun at loops. Most survivors seem to be totally surprised that he got this power and run into the most obvious laid traps, but a few know how to counterplay and even use it against yourself. Fun!

    And since the big update BBQ usage totally broke down, so survivors no longer counter play it by jumping into lockers or hiding behind gens. So I hook someone, teleport right next to another survivor, totally jump scare the poor soul and am back into my next chase within seconds.

  • @RuthlessDecay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3209945#Comment_3209945

    Even if that was implemented the community will find something else that’ll be considered to be “toxic”.

    As a example people consider spamming “What a save voice prompt” in the Rocket League to be toxic….

    A lot of the toxicity that people complain about in games is actually quite silly in retrospect. If people get upset over a repeated crouch animation, a flashlight click, or a voice prompt spam. There is a good possibility those people are being a delicate flower. Imo

    The thing is, if BHVR never does anything about surviors t-bagging and wasting everyone's time at the exit gates, then no one will ever be hurt in a real way, even though it is toxic, whereas flashlight macro clicking is highly annoying to your average person and downright dangerous (and verifiable) to photosensitive players.

    Those issues are not the same and this isn't a case of "moving her goal post to the next mildy irritating issue".

  • Maybe its time that we get a survivor director.

    " ~Jesse~ Dwight! Wake up! You need to stop hiding in that locker and do gens! ... And you, Claudette, while immersing yourself, just move a lil bit closer to that hook and actually commit to the save. Yeah, thats right ... Oh no, Meg! Don't tailgate that killer and try to BM him, just do gens!"

    And then they spawn a Jokey, a Smoker, two Boomers and a Tank and its gg.

  • @toxik_survivor said:

    https://forum.deadbydaylight.com/en/discussion/348971/would-you-like-to-see-the-killer-be-able-to-talk-in-pre-game-chat-with-the-survivors

    Is that seriously what you think the chat would be. In your dreams buddy, in my dreams actaully. Reality would be "I'm going to tunnel and camp you nerd get gud baby survivors"

    This one had me snorting.

    As much as I love OPs wholesome picture, THIS here is much more like it.

  • Distressing/Starstruck/Infectious Fright/Awakened Awareness Wesker

  • Once a survivors falls asleep they leave a sleeping husk in that place, while their dreams elf wanders about.

    Their dreamself can't interact with awake survivors, but can repair gens and be affected by snares and palettes (shared ammo pool, like Jesterkind recommended), which should be more dangerous, ie bigger debuff or allow Freddy to see sleeping survivors around his snares via Killer Instinct.

    When survivors are woken up they teleport back to their body and have a short waking and standing up period.

  • @Grandpa_Crack_Pipe said:

    Because it's fun to grab people and smash them into walls.

    So much this.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211818#Comment_3211818

    Several historical events would beg to differ. The community has proven time and time again that when in-game mechanics provide mechanisms for abuse, abuse will shortly follow. The only difference here is this would be considered self sabotage, so you'll see survivors complaining more than killers.

    As an example, I recall many saying the new Boil Over wouldn't be abused, it's only broken on RPD. We all know how that turned out.

    As much as I would personally love the idea of the sledgehammer, but THIS herd x100. You can't give such a powerful trolling tool to a community full of bored "I have seen everything this game has to offer " players, as a good portion will just abuse it to its fullest extent.

  • As a killer I have offered a lot of last survivors the opportunity to finish the last gen in lieu with the hatch, some took it, some didn't, but I got half a dozen confirmations that they got the Left4Dead achievement and many thanks in post game chat.

    With Evil Incarnate I have wave to quite a lot of Myers and let them kill me, but spectating got bored to the "clever" locker play of the last two survivors.

    One achievemen is much easier to get with help from the other side, because it needs just one empathic soul, the other achievement would need four of those in one game.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3209151#Comment_3209151

    I think you just haven't played the game at all or didn't know it at this point, you can't explain the difference between slugging before the patch and after the patch, and somehow you can't understand why change is not needed when there is no difference between two.

    Killers got no buff for chasing, no buff for information, just QoL change for the pointless waste of time, but still you think "without buffing survivors it would remove all point to hook survivors".

    All killers can already slug for 4k, and we don't have base UB either, 99% of survivors don't have any self pick up perks (such as unbreakable, exponential, soul guard and no mither), * but * killers primary objective is NOT slug.

    You wonder why? because survivors can heal each other, and that is usually faster than killers down survivor, which stays same even after the patch.

    I don't think it's that hard to understand it, you can think with logic right?

    The only balance change that is in PTB is free UB for survivors and nothing else, mori rework affects nothing for the matches beside how it ends.

    I was so baffled when I learned about the new Mori sudden death system. This sounds SO counterintuituve. Why does it have to be a sudden death mechanic?

    I thought that it was party to address toxic slugging for a 4k, yes, but why do it in such a complicated way? Why don't you make it similar to the hooks? As long as one survivor on the hook has still Hook stage 1 health left the game doesn't end, its only when everyone slipped into stage 2 that the game automatically ends. And I had thought that the same would apply for the new mori, ie is someone could potentially unhook themselves or get up via UB, then the game would go on, otherwise, once the last survivor hits the floor, the mori animation starts.

    But giving everyone UB is such an over the top reaction. And its really baffeling that people are defending this. UB has been meta since the games inception and ONE SINGLE UB was known to turn lost games around and allow for clutch moments. Now everyone has that? And not just as basekit, but UNLIMITED TIMES!?! What is this?

    Survivors are already gen-jockeying gens way more then before, but now you can't even force them out by slugging? Oof. The one good thing that I see is, that BHVR is brave enough to shake up the games formula big time after 6 ys, because after this patch the game will play very differently, but I can`t shake the feeling that this is way, way, WAY over the top and throwing the baby out with the water.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208996#Comment_3208996

    Slugging is not an 'outdated' mechanic, it's a core mechanic of the game, just like hooking, pallets, loops, etc. It's what allows survivors to interact with each other and is the sole purpose of 'the dying state'. It has multiple perks built around it including Unbreakable, Soul Guard, Flip Flop, Tenacity, No Mither, Boon: Exponential, Adrenaline, Deer Stalker, Knock Out, plus any perks that aid in healing team mates like We'll Make It or Botany Knowledge.

    Survivors won't have any reason to aid either other in the dying state anymore, because frankly killers either just won't slug, and eliminate any possibility of making a rescue play, or the survivors will know that the slugged survivor has Unbreakable (as basekit) and will feel no pressure to leave their gen. They will be safer working on their gen, and won't risk going down in an attempt to make a save and potentially trigger a finisher mori.

    It is a core method of applying pressure for killers, by having one survivor slugged, you ensure that another survivor has to come to their aid, which equates to two survivors not on gens. At the cost of losing a potential hook.

    Do you slug or hook? Do you rescue a slugged survivor or stay safe? Can you make a last minute clutch play by getting yourself up at the right time and turning around a lost game?

    Is this sort of dynamic, on the spot decision making that is being taken away. There will be no more last minute turn arounds, where everyone is on the ground, but one survivor has Unbreakable or an equivalent perk, and turns a 4K into a 2K.

    And by taking away a core method of applying pressure, that was in no way toxic specifically because it allowed for rescue plays from survivors, you are reducing killers to tunnel bots. Every valid avenue of pressure you remove form the killers toolkit simply pushes them towards employing more and more cheap, sweaty, more efficient tactics.

    Boons deleted hit and run, basekit Unbreakable is deleting slugging, there's only camping and tunnelling left.

    Extremely underrated comment. THIS HERE! THIIIIS!!!

  • @OnryosTapeRentals said:

    Because being instantly eliminated from a game because your solo queue teammates let him stalk for ten hours isn't fun.

    It's a wasted match because there's no unhooking, healing, good chase interaction etc. so noone gets any points.

    The add-on is poorly designed and not in-keeping with modern DbD IMO.

    All true. But the this achievement is notorious for being absolutely hell to get, as its 100% in the survivors hands.

    If the match is already a lost one, why spit in the killers soup, just to be spiteful and subjugate yet another group of survivor's toc this? Every Myers who gets it is one less sweaty Myers out of the system.

  • But please never change this. It makes r the EGC as killer somewhat bearable to know, that survivors can sometimes mess up this big.

  • Share some more " small, dumb things that everyone knows :V".

  • @Adjatha said:

    I will, as always, use every opportunity to stress:

    Pyramid Head has The Worst selection of addons in the entire game.

    It is ALSO worth noting that PH remains, to this day, The Most overhyped killer in the game. As the person above has helpfully pointed out: people THINK PH is some kind of Triple-S tier killer, despite the fact that nearly no one plays him, half of his power is 100% in the hands of the survivors, and the other half has the most number of advanced warnings and wind up of any damaging attack (slows the killer, makes a super loud auditory warning, throttles his left-right movement, broadcasts a red bean that precisely shows the survivors but not the killer where the wave will hit, and comes out in segments over time that the survivors can easily evade because it takes so long to go from the start to the end).

    And his Add Ons will never get improved because of this. People pretend he's Nurse-tier, but PH is not now nor ever has been better than high B tier.

    Every killer should have addons like Myers, who is the golden standard for Addon design. Multiple options that change his power in interesting, useful ways; a fair number that just objectively make his power better or pull away some of his personal weaknesses in a measurable way; AND potent combos you can use to achieve a tremendous power jump, on par with a survivor team all equipped with tricked-out items.

    There is a lot of truth in this post; in fact its nearly gospel but one single aspect: I believe that Pyramid Head is indeed A tier, ie really good, but not in the highest category. His kit can be really oppressive and lets you shut down some tricky loops before they become annoying. The problems start once your initial shot misses, in movement PH is awesome and can land cool shots, but against sitting ducks its nearly impossible with his clunky controls. Ugh.

    Personally I would love some cage add-ons for him: maybe make the cages work like Monstrous Shrine as long as you stay away, but if you move too close the effect slows down and disappears. Or one add-on that doesn't send the cakes to the other side of the map but truly random (but at least a givin distance away from you) and make the unhooker scream or something.

    We could have an add-on that makes his POTD silky smooth but can`t down or maybe only half range. Or split POTD up into two crooked paths that lie not in front of PH (I am sure that there could be some symbolism there).

  • @Brokenbones said:

    ye p sure they are, i've seen a babysitter charm

    Rarest charm in the existence of DBD

  • @RaSavage42 said:

    Sometimes I play "The Observer Wraith"

    I run:

    Addons:

    Faster Cloaking and Faster action speeds while Cloaked (I forgot what they are called... LOL)

    Perks:

    TOTH- To know when a Survivor either cleanses or Boons a Totem (or all of them)

    Fire Up- To have my action speeds increased (plus it's not all that effective with how I play this... more on that later)

    Discordance- To know when Survivors group up on Gens (again more on that later)

    Whispers- To know where Survivors are (for the most part)

    Playstyle:

    I stay Cloaked for the entire match... sometimes I fake coming Uncloaked... and just observe what the Survivors do... maybe take a chase or two... not hook anyone

    His meme add-on that gives you a terror radius while cloaked is surprisingly effective and a lot of fun.

    The fast moving terror radius messes with survivors perception and they don't know what to expect. You can also hound them down while cloaked, it feels a lot of fun.

  • @KateMain86 said:

    Mikaela's witch outfit is still the best one in the game. Feng's is really cool too. I'd like to see something for Kate this year. Maybe a witch or a ghost bride themed skin.

    Yui Spirit cosplay

  • I have some bad feelings about this update and several objections, BUT I think its awesome that BHVR is willing to make such sweeping and radical changes to their 6ys old formula and think that's pretty cool and brave, so I'll try to stay positive.


    My actual prediction for the PTB: everyone is running UB for that juicy 22,5s self pickup. Killers will notice this pretty soon and after a couple of escaped survivors will pick up and hook immediately.


    Some survivors will bemoan that the new UB is a scam because they get never slugged, most others will adapt and use other perks and eventually we will have normal games with many hooks that occasionally, when no one expects it, end with a sudden death when 2 survivors got already sacrificed and the others get downed and the occasional clutch moment when one survivor gets up while the last one gets downed, taking the win out of the killers hands, while looking defeat in the eye.


    The End.

  • @Edilibs said:

    In a pool of Blights, Nurses and Weskers with your typical meta perks and builds (Lethal Pursuer, Scourge Hooks, Eruption etc) how do "you" make the game more fun to play or interesting for other players?

    Me:

    - I play weaker killers like Clown and Trapper (I play 13 killers in total)

    - I "sometimes" use non meta perks and builds like for example, Distressing Hag, Clown, Trapper and Wesker (Sloppy Butcher/Claurophobia/Unnerving Presence/Distressing)

    - Although i like Wesker i stopped using him bc there are too many Weskers right now

    - I play Hag

    - I play Body Block Hag

    - I play No Way Out Trapper

    - I play Twins

    -I play all Hexes on killers sometimes

    - I "never" burn moris ever

    - I never use iris

    Good thing for players like me and your welcome! )

    One of my favorite builds is a full blown late game Myers: NoWayOut, RememberMe, BloodWarden, NOED

    Well dosed application's of Myers power keeps the survivors on their toes and I usually make it my goal for the round to hook everyone at least once and to give the obsession some extra love for full RememberMe stacks. I sometimes kill someone off when given the opportunity, but the true fun begins Inc the endgame when the survivors can already taste the victory.

    Most don't expect a NOED with Myers and often the panic is palpable. Ideally I down two then wait for the exit gates to open and proc bloodwarden.

    I usually let 1 or 2 go, but last week had a game were I got a 4k through Bloodwarden. The last survivor was a good sport and called me "utterly evil".


    Another good one is Dredge with BBQ, Lethal Pursuer, Jolt. Because BBQ isn't meta anymore few to none survivors try to counter it anymore and I get so many jumpscare attacks at survivors who are just chilling in a corner, self caring, when I suddenly burst out of a locker and am all over them.

  • Yes! I wholeheartedly agree, having brought this topic up myself a couple of times.

    Let's keep it up till this gets changed. I will continue to smurf my account and crush poor newbies dreams with needless brutality if this system forces me, but I would very much prefer to just need 50 good games a month and freely giving hatch if I feel like it without thinking "ugh, can't do this, I could depip the next 2 games and lose all progress. Again."

  • @Spirit_IsTheBest said:

    I'm back guys, turns out I had broken my Femur bone in half, and fractured my Kneecap and my Tibia bone, all happened on my left leg. The surgery took 4 and a half hours, I recovered quite quickly, but I won't be able to go home for more than a month, so I will not be able to play DBD for a long time. I have lots of therapy to do, as of now I am stuck in a wheelchair. I did read all the comments from you all, and it made me cry a bit, just want to thank you all for your support. I am beyond grateful. The surgery also went well, felt like it happened in a blink of an eye.

    The person who hit me Head On has escaped with no injuries and has been arrested. For drunk driving too. A court session will take place when I recover so he is stuck in jail/prison until so. I will stay active on the forums and give you all updates on my situation. :)

    It's good to see you in good spirit (heh). Hang in there and keep it up, rehab always takes way longer then you would want, but your own motivation is one of the biggest factors, doctors and therpeuts can help you along the way, but you must get there on your own.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205724#Comment_3205724

    Wesker shouldn't have a one-shot ability because he has built-in slowdown, built-in information (Killer Instinct), anti-loop, the ability to hinder/slow survivor movement, and map mobility. He has enough going for him, already. In DBD, one-shot ability should either require significant game sense or significant mechanical skill. He requires neither.

    You are just ticking boxes off of your imaginary list, instead of looking of how his kit works and how he plays. His build in information isn't Legions Killer Instinct, his anti-loop (if you can call it) isn't Clown/Artist-level anti loop, his hinder/slow only comes into play, when the survivors don't use one of their 12 sprays and his map mobility has a big cooldown that leaves him without his ability, should he find a survivor at the other end; quite the contrast to Nurse or Blight, who can zoom around and then follow up soon after with a dedicated attack.

    I am not trying to downplay Wesker here, he is pretty cool and strong if played right, but he is far from a perfect killer that "got it all".

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205507#Comment_3205507

    Get rid of the one-shot down. He's not skillful enough to justify it. Killer mains complained and his hitbox became easy-to-use, like Huntress. One for one. A buff receives a nerf.

    @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205522#Comment_3205522

    Can't have both aura-reading and an easy-to-use one-shot ability.

    @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205525#Comment_3205525

    You have to use the spray. And he still gets aura-reading which leads to a one-shot ability.

    Gosh, dude, you are on a one track mind crusade to get Wesker nerfed. Why do you hate him so much? Your FPS analogy falls flat on several levels and just because you think that one-shot killers don't deserve any kind of aura reading doesn't mean that your opinion is valid even one bit.

    Also, you seem to confuse a lot of terms and mix then up: aura reading is literally seeing the red outlines of characters through walls and objects. Wesker doesn't have that, he gets Killer instinct when we survivor uses a spray. Killer instinct is most often quite short lived and just gives the killer a kind of pointer (" maybe look at that loop over there", "have you checked shack?"), it's useful to maybe get a chase going, but it doesn't give a lot of info like were get are looking, what they are doing,maybe it they entered a locker etc. Killer Instinct is vastly inferior to aura reading.

    And where do you get that Weskers power is easy to use? It's not super hard, but you have to be very patient and somewhat on point against anyone but the most lenient and helpful suevivors. So maybe take a step back, end your crusade and get a few games as Wesker under your belt. :)

  • My prediction for the PTB: everyone is running UB for that juicy 22,5s self pickup. Killers will notice this pretty soon and after a couple of escaped survivors will pick up and hook immediately.

    Some survivors will bemoan that the new UB is a scam because they get never slugged, most others will adapt and use other perks and eventually we will have normal games with many hooks that occasionally, when no one expects it, end with a sudden death when 2 survivors got already sacrificed and the others get downed and the occasional clutch moment when one survivor gets up while the last one gets downed, taking the win out of the killers hands, while looking defeat in the eye.

    The End.

  • @ThiccBudhha said:

    I do not think the changes are healthy for the game, but I am rather calm... You can be displeased by a decision without freaking out, fam. Or at least most of us can. You might be an exception, I guess? Which is cool. Whatever works for you, I am not here to judge.

    Hmmbyou might just have inspired me to my first forum freakout. Are you ready, fam?

    ...

    ..

    .

    How do you do it,though? On second thought, I think I'll just chill and watch.

  • @Marigoria said:

    I love all of them

    Finally we two agree wholeheartetly on one thing. highfive :)

  • @Keezo said:

    If it was once per trial or it was a FLAT 45s that couldnt be reduced. It'd be fine, but it's neither, faster pickup speed reduces the timer, so your Unbreakable is the exact same, but you can now use it infinitely.

    Or if this only starts in situations that could lead to a TPK, ie when the "not all hope is lost" is activated and everyone's FOV gets expanded, then slugged players could get up, no matter how often they went down this trial and the timer carrying over from the normal game. But the unlimited UB is really crazy.

  • Maybe a SWF debuff could work something like an inversed Thanatophobia. This is just brainstorming, but what if a 3 or 4 SWF could only do gens in pairs, until the first one dies or some hook/gen ratio becomes tilted too much in the killers favor, so no splitting up or just swarming and harassing the killer while one or two slam gens.

    In a casual game you would not matter too much, as they still get their gen done, but the specialisation of hard-core SWFs will be blunted a lot.

  • I have a very bad feeling about this change and that it is way over the top and throws out the baby with the bathwater,BUT I also think that is great that BHVR is willto make such big an sweeping changes to the base game.

    This is a change on a fundamental level and going to shake up a 6 year old game for sure. I think that they should make this something like a regular occurrence: take some crazy or radical ideas from the feedback section that got a good amount of traction and just thrown them into a non- serious PTB. Eventually something will stick to the wall and turn out so great that it will make it into the life version.

  • @Adeloo said:

    i guess because even if it's range dependent, the Boon will still allows up to 3 survivors to recover faster while Unbreakable is only for yourself ^^

    Let's be real: UB will become so meta as it gets, with 3-4 in every game. The fact that the Boon could be used by the entire team doesn't take into account its limited range and how you sorta have to plan to go down inside its range.

  • @Theo_Urista said:

    I been wanting to point this out as well. I don't have the challenge completed and I don't wanna do basement bubba lol

    Then we got you covered. It did this challenge a long time ago with a simple basement Trapper, ie Agitation + Iron Grasp and I think the add-on that let's you start with all traps and the xonex that let's you walk over your own traps.

    I trapped every entry point, retrapped cheeky intrusions and soon it was gg (and a lot of salt.lol).

    An old CoconutRTS video even showcases this "playstyle ".

  • @Carth said:

    Massively, with a 22.5 second unbreakable timer cheeky sabo plays are win/win. The only caveat/missing piece is if the killer hangs around the slug trying to get them again when they unbreakable up. That's where you combo it with soul guard for a 100% guaranteed escape. I can also already see the cheeky plays/montages around the slug jump up and body blocking for the saboer while they loop with the endurance from soul guard and both zoom off.

    What's really amazing about this it's just a 50% perk investment to do the above. You can still bring hyperfocus + stakeout and slam out gens in 45 seconds AND you just need 1 or 2 people with sabo/toolboxes to do so. You can also feel free to drop soul guard for an exhaustion perk if you would rather have chase power over the endurance on getting up from slugged.

    Add to that 4 breakdowns and the few times the killer might actually get a hook, this massively reduces their options

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202948#Comment_3202948

    Basekit BT and basekit UB counter cheap play styles that are boring and taking little to no skill to do. If you aren’t welcoming it in the game, then that says a lot about you as a player.

    Don't be too harsh though, my friend. Unlimited UB is more then basekit UB: its unlimited! Yes, getting slugged was not fun at all, but there could have been other solutions then letting survivors picking themselves up after 22,5s, thats REALLY rough. One survivor with a flashlight can easily put enough pressure on a killer that they can never pick anyone up, all the while gens in the background get done without retaliation or pressure. This doesn't feel like a "crybaby" situation, but legitly like "way too crazy to comprehend".

    What if sluggs could have crawled at x2 speed? You already quickly lose track of slugs if you chase another survivor, with x2 speed they could much more easily crawl to a mate, without taking away the killers pressure entirely. I was never a big slugger myself, but 22,5s --- oof. Thats so frigging fast.

  • @Flawless_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201823#Comment_3201823

    Yes because behavior always follows through with their promises in a timely manner. Just like console optimizations which they announced a few years ago…oh wait.

    Pfff --- who plays those old consoles anymore, anyway? They just outwaited the problem. So go ahead and buy a switch or something...

  • @Toaster427 said:

    Kill rate is above 60% now and yet somehow killer mains are still acting like they are victims.

    Kill rate could be at 100% and they would still find some way to complain about how hard the game is.

    Makes me take none of the stuff they say seriously anymore, doesn't matter if it's a balanced change or not, if it benefits survivors they will whine and cry no matter what.

    Things could be anyway you would want them to be and people would still make 100000000% out of touch and over the top comments like this, because they are phunny, edgy and also speak sarcasm fluently /s

  • People never realised how healthy the old BBQ was for game. While I understand BHVRs stance that they wanted to open up more design space and not auto slot one of the 4 perks, a sad reality that I had felt myself, it incentivised killersto try to hook every survivor atleast once, spreading the love. Some killer players even made getting all 4 stacks their main objective.

    And while you hooked survivors, you naturally saw the auras of some far away survivors, often leading to you leaving the hook and go investigating.

  • @Shroompy said:

    No they're not, but dont worry. They're probably going to make them unlockable again in the future if we're going off of past "exclusives"

    They could be the P50 reward.

  • @Sumnox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3197071#Comment_3197071

    You're allowed to be delusional. Even if factually incorrect. Keep dreaming!

    Please elaborate :)

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3198134#Comment_3198134

    You know full well that's not what I said. Top killers with meta perks vs top survivors with meta perks, the survivors still win. But what I was saying was you can't play whichever killer or run whatever build and crush the survivors, which is the thing that everyone says you can do, Killer got 1 buff, and suddenly the game is killer sided and unplayable. They forget that the game hasn't changed one bit for Ghost Face, Freddy, and Pig. Even running 4 meta perks on killers like that will get you nothing against good survivors. It's not a skill issue to lose vs good survivors. What we need to do though is bring killers up to Nurse and Blight level so that they too can actually see play. We can fix solo/MMR at the same time, but not in place of more killer buffs; both.

    I don't want killers to be able to win with meme builds vs good survivors with meta perks, because that would be dumb, but I'd at least like to beat potatoes with a meme build, which you can't even do that assuming the gens carry them. You can be efficient on gens and not know how to loop good. Shocking, I know, but y'all like to pretend that survivors like that don't exist. You say they're either 10 time tournament winner survivors, or they're toddlers with a controller. There is an in-between, and that level is able to beat really good killers just because they ran 3 meta perks instead of 4, or played Freddy instead of Blight.

    I am at work right now, but I will tag this in order to respond later to this, because you speak a lot of truth and thus basically mirrors my own experience.

  • @renaclock said:

    https://forum.deadbydaylight.com/en/discussion/comment/3197743#Comment_3197743

    Did you read the post?

    I adapted to it and it made the game unfun.

    Its not fun when u get punished for lunging.

    That's sorta how lunges are balanced, ie they can hit suevivors up to 5m/15ft away, but are telegraphed ahead of you like nothing else in this game.

    Quick M1 attacks though basically have no wind-up time and hit pretty much instantly. If you suspect a survivor to be running DH, try M1-ing them next time.

  • Here is another idea thats more a QoL change that wouldn't really buff the perk and I don't know HOW useful it would be.

    Give the perk a counter, much like Small Games has for totems, but let it show you the total number of palettes on the map, counting down. When you deplete all palettes there is a thunderclap sound and you auto win (thats a joke, btw).

  • I remember when we discussed this in an earlier thread quite some time ago.

    Well, I would like an effect like this, but obviously balance is a very tricky thing with something like this. Here is some ideas:

    - one use on tier 2, two uses on tier 3

    - 2min cooldown between uses.

    - can't destroy God palettes OR destroying a God palette uses up both charges

    - with the power of the third eye, raise up a destroyed palette as a ghostly figment

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